Thursday, May 28, 2015

White Star: Star Wars Races, not Race Class

I decided to throw a few Star Wars races together for a game.
I love Race-Classes but they aren't in the Spirit of Star Wars to me.
These are rough, but they should work.

Oh, and as for the question of 'why should I play a human if these other races are bettter....'
'Better' is subjective. The aliens have ability score adjustments which can make an ability check more difficult and can lose an ability score bonuses. An 'in-universe' reason is the inherit racism towards aliens in Star Wars. Many are actively enslaved by the Empire. All are treated with various degrees of disdain by humanity. If you need a mechanical reason for playing human, give them a +10% exp bonus.

Arcona
-1 Dex, +1 AC
Weak Long Distance Vision: -1 ranged attacks
Talons: 1d4 dmg, +2 climbing checks
Salt Addiction: if salt is consumed the Arcona must make a Saving Throw at a -6  penalty or become addicted. An addict must consume 25 grams of salt daily or suffer a -2 to all rolls.

Bothan
+2 Dex, -2 Con
Sharp Eyed: -1 to surprise rolls.
Detect: they have a 4-in-6 chance to find secret doors or hidden objects when searching, unlike th other races, which have a 2-in-6 chance. Bothans also have a 1-in-6 chance to notice a secret door even when they are not searching.

Cerean
+2 Int, +2 Wis, -2 Dex
Intuitive: +1 iniative bonus.

Devaronian
+2 Dex. -2 Int, -2 Wis

Duros
+2 Dex, +2 Int, -2 Con
Natural Starfarer: +1 to Piloting and Navigation checks.

Ewok
+2 Dex, -2 Str, +2 AC vs larger than Wookie sized creatures
Add +1 to surprise attempts, +2 in forest settings.
Language Restriction

Gamorrean
+2 Str, -2 Int, -2 Wis, +2 AC
Primitive: -1 ranged weapon attacks
Language Restriction

Gotal
Energy Detection: +1 to search checks
Mood Detection: with a Wisdom check the Gotal can read the mood of all creatures within a 30' radius.
Tracking: +2 when tracking living beings or droid whose energy signature they have encountered before.
.
Gungan
+2 Dex, -2 Int, -2 Chs
Low light vision (60')
Amphibious: can hold breath for 30 minutes per point of Constitution and are fast swimmers
Listen: can hear noise on a 1-3 on a 1d6

Ithorian
+2 Wis, +2 Chs, -2 Dex
+2 to Saves vs Meditation/Force abilities and Saves involving Willpower
+2 on Survival and nature related checks

Jawa
+2 Dex, -4 Str, -2 Chs, +2 AC vs larger than Wookie-sized creatures
Dark vison (90')
+2 bonus with technology repairs, etc
Language Restriction

Kel Dor
+2 Dex, +2 Wis, -2 Con
Atmosphere Restriction: Helium, requires breather
+2 Save vs Meditation/Force abiities
Low Light Vision (60')

Mon Cal
+2 Int, +2 Wis, -2 Con
Amphibious: can breathe and and are fast swimmers
Low Light Vision (60')
-1 to Saves vs Willpower in dry/arid enviornments

Quarren
+2 Dex, +2 Wis, -2 Con
Amphibious: can breathe and and are fast swimmers
Low Light Vision (60')
-1 to Saves vs Willpower in dry/arid enviornments

Rodian
+2 Dex, -2 Wis, -2 Chs
+1 Surprise Rolls
Low Light Vision (60')

Sullastan
+2 Dex, -2 Con
Dark Vision (90')
+2 Climb
Regeneration: 1 hp/turn

Togruta
+2 Dex, +2 Wis, -2 Con
+1 Surprise
-2 fighting blind (instead of -4 penalty)
+2 Sneak

Trandoshan
+2 Str, -2 Dex, +2 Con, +1 AC
Dark Vision (90')
Regenerate: 1hp/turn

Twi'Lek
+2 Chs, -2 Wis
Low Light Vision (60')
+2 Save vs Poison
Lekku (Head tail language)

Wookie
+4 Str, -2 Dex, -2 Wis, +2 AC
+2 to Intimidate
+2 to Climb
Fast Healing: 2 hp/day and fully healed in two weeks
Language Restriction

Thursday, May 21, 2015

White Star: Starship Options and Star Wars Ship Sampler


Piloting Maneuvers/Skill
When a character needs to make a fancy maneuver with their ship (such as flying between crushing asteroids) the character can roll under their Dex score (with modifiers from the Referee) to perform the maneuver.

Options: Pilots get a +3 bonus (plus Dex modifier if any) to the Piloting roll.

If using the Save as Skill system the modifiers above all apply.

Combat Options
Allow Pilots to add their Dex bonus (if any) to their ship/vehicle's AC.

Pilots receive an extra +1 to their ship/vehicles AC at level 3, 6, and 9. (This makes Pilot's really shine above other classes in starship/vehicle combat. It also rewards Pilots gaining levels in Pilot over multi-classing.)

Modifications Options
Star Wars ships, at least the primary heroes and villian's, are heavily modified. The Millenium Falcon and Slave-1 being prime examples. More so than what basic White Star allows. With this option any ship can be modified with any modification. Normal limits (such as Advanced Shielding limited to three) apply.
Costs remain the same.

Starships
Most classes of starships are similar in stats until they are modified. For simplicity a stock YT-1300 and another light freighter are mechanically the same until modifications are added in.

White Star does a good job of emulating the ships of Star Wars. Most categories of ships make excellent base templates. However..
I want varied stats for starfighters, not just the basic stats for stunt fighter in White Star.
I also believe a Star Destroyer is more of a beast than the Dreadnaught entry.

Here's my versions.

Stunt Fighters (Starfighters)
X-Wing
ARMOR CLASS 3 [16]
HIT POINTS 25
SHIELD STRENGTH 3
Movement 15
TARGETING +2
ATTACK 4d6 (Laser Cannons) [pilot-linked], 8d6 ( 3 Proton Torpedoes) [pilot-linked]


Y-Wing
ARMOR CLASS 3 [16]
HIT POINTS 25
SHIELD STRENGTH 6
Movement 13
TARGETING +2
ATTACK 3d6 (Laser Cannons) [pilot-linked], 2d6 (Light Ion Cannons) [pilot-linked], 8d6 (Proton Torpedoes) [pilot-linked]


A-Wing
ARMOR CLASS 4 [15]
HIT POINTS 20
SHIELD STRENGTH 3
Movement 20
TARGETING +2
ATTACK 4d6 (Laser Cannons) [pilot-linked]


B-Wing
ARMOR CLASS 3 [16]
HIT POINTS 25
SHIELD STRENGTH 6
Movement 10
TARGETING +2
ATTACK 4d6 (Laser Cannons) [pilot-linked], 2d6 (Light Ion Cannons), 3d6 (Proton Torpedoes) [pilot-linked]


Z-95 Headhunter
ARMOR CLASS 3 [16]
HIT POINTS 25
SHIELD STRENGTH 3
Movement 12
TARGETING +1
ATTACK 3d6 (Laser Cannons) [pilot-linked]


TIE Fighter
ARMOR CLASS 5 [14]
HIT POINTS 18
SHIELD STRENGTH 0
Movement 10
TARGETING +2
ATTACK 4d6 (Laser Cannons) [pilot-linked]


Star Destroyer
http://starwars.wikia.com/wiki/Imperial_I-class_Star_Destroyer
ARMOR CLASS 5 [14]
HIT POINTS 800
SHIELD STRENGTH 20
Movement 9
TARGETING +3
ATTACK Heavy Laser x20 (6d6), Ion Charge x8 (2d6), Proton
Missile x4 (12d6)
Advanced Shielding (3), Automated Weapons (16), Faster-Than-Light Drive, Ion Charge (8), Proton Missiles (4), Tractor Beam (2), Shield Capacitor


Blockade Runner 
Corellian Corvette



Gunship


Heavy Transport
Heavy Freighter (Bulk Freighter)


Light Transport 
YT-1300 (Light Freighter)
YT series and other models of light freighters




Space Yacht


Star Cruiser
Mon Cal Star Cruiser


Nebulon-B Frigate

Wednesday, May 20, 2015

White Star: A few Star Wars orientated classes. (OSR)


Here are three classes for White Star to give a bit more variety in a Star Wars style game.

Saving Throw as Skill System
Used in other games (such as the fantastic Crypts & Things) this simple rule adds an easy and elegant skill system. The character makes a Saving Throw roll + special ability bonus + bonus or penalty as the Referee sees fit. A total equal to or higher to the Saving Throw is a success.

For example a fifth level Mercenary is attempting to climb a cliff. The Referee rules he will get to use his Str bonus (if he has one; he does.)
His Saving Throw is 10, his Str bonus is +1, and the Referee rules this is a difficult task and puts forth a -4 penalty.

The Mercenary rolls a 13. 13 +1 (Str bonus) -4 (Referee penalty) = 10. A success!  Barely.

Multi-Classing 
I allow multi-classing. It gets more abilities into a character's arsenal and it fits IMHO with the character's in the films. In my games Han Solo is a Pilot/Scoundrel. Chewie is an Alien Brute/Pilot.

Use your favorite method for this. There are many out there to choose from.

For my own games I am use the following:
Only one extra class may be chosen. If you are an alien, you start as an alien then you can multi-class into a regular class.

Gaining a Level: When you wish to gain your second Class you must earn enough exp to gain a new level in your current class. When this occurs the exp are spent (you are still at the current level of your first class at base exp for that level) and have gained your new Class at first level with 0 exp in this new class. You may level each class up normally from this point. From this point on you must choose which class to put your exp earnings into. The Referee may choose for you if you are obviously using one class over the other.

Hp's and Base to Hit are simply added together from level to level.
Saving Throws: The best of both is used.
Restrictions: Weapon and armor restrictions apply. If you take a class that restricts them you must follow these rules or you cannot use the class abilities that restrict them.

Bounty Hunter
HD, Base to Hit, Saving Throw as Mercenary

  • +1 to surprise enemy (1-3 on a 1d6).
  • Detect Lie: +3 to Save, Wisdom bonus applies. When interrogating a contact, target, etc, the Bounty Hunter may make a roll to determine how good the info was.
  • Track: +3 to Save, Wisdom bonus applies. Not only physical tracking but following a trail of contacts, sightings, etc. A general ability to find the quarry.



















Medic
HD, Base to Hit, Saving Throw as Aristocrat

  • +2 Save vs Death and Poison
  • Medical Care: patient gains 2 hp/day instead of 1. Fully healed in two weeks. 
  • Bind Wounds: restores 1d6 instead of the normal 1d4.
  • Second Wind: when a character is at 0 or fewer hp's the medic can temporarily restore 1d6 hp's; they go away after one hour'












Scoundrel
HD, Base to Hit, Saving Throw as Pilot

  • Gambler: +1 bonus to Gambling checks. Gains a +2 at 5th level.
  • Pilfer: +3 to Save, Dex bonus applies. Palming items, picking pockets, other trickery. If failed the Referee will determine if you were caught. When gambling success adds a +1 bonus to the Gambling check.
  • Security: +3 to Save, Dex bonus applies. Bypassing electronic and mechanical locks, traps, etc.
  • Sneak: +3 to Save, Dex bonus applies. Moving silently, hiding in shadow, you know: sneaking. Allows the character to get the drop on an enemy and get the x2 backstab bonus. 



Monday, May 18, 2015

Demon Corpse (OSR Monster)

Demon Corpse 
AC: 14
HD: 5 (HP: 30)
ATTACKS: Bite or Claw(1d6) or Special (see below)
SAVE: 11
SPECIAL: Circle of Flame, Immunities, Teleport, Vomit Flame
MOVE: 120(40) Levitation

Not every demon has a physical form. Demon Corpse's are created when such a demon escapes from hell and flows into a corpse, bonding to and reanimating the cadaver as its physical vessel.

They appear as a naked pale withered corpse with long greasy hair, black broken teeth, and black cracked talons. It floats along trailing black vaporous smoke and smells of decay, ash, and brimstone.

The Demon Corpse's primary attack is with its teeth and claws. It will surge forth trying to maul its victim to death.

The Demon Corpse can, once per encounter, creat a 30' circle of hellfire centered on itself. Those who are caught in the circle must make a Saving Throw or suffer a -2 to attacks due to a magical fear effect. The flames can be lept through to escape resulting in 2d6 fire damage.

The Demon Corpse is immune to fire and normal attacks. It is only hit with blessed weapons, magic, holy items and holy water, taking normal damaged from the blessed or magic weapons and  1d8 at the touch of holy items or water.

Three times per day the Demon Corpse can teleport 300'.

Three times per day the Demon Corpse can vomit forth hellfire in a ten  foot line doing 3d6 damage. The victim can make a Saving Throw for 1/2 damage.

The Demon Corpse can be turned as a Vampire.

When a Demon Corpse's physcal form is destroyed it is banished back to hell or whatever lower dimension it originates from.

Friday, May 1, 2015

Mini Adventures: Hand of Doom and The Hyena

These were on the old blog, lost to time.
Click on the adventure title for a pdf link on dropbox.

Hand of Doom (Colonial)
Colonial rules here. Click the Colonial tag for much more.

The Hyena (Victorian)
Victorian classes here. Click the Victorian tag for much more.

Thursday, April 23, 2015

D6 Horror: 1970's Marvel Comics Monster Hunters

A few NPC's to help with the bad guys.

Quincy Harker
Agi 2D
Str 2D
Kno 4D
Per 3D
Mec 3D
Tech  4D
Fate Points: 2
Character Points: 5
Str Dmg: 1D
Move: 2 crawl/ 8 wheelchair
BP:  23

Skills:
Bureaucracy 5d, Brawling 3D, Cultures 5d, Demolitions 5d, Dodge 3d, Electronics Repair 6d, Firearms 5d, Firearms Repair 6d, Gunnery Repair 6d, Investigations 6d, Melee 4d, Missile 4d, Persuasion 5d, Scholar 5d, Scholar (Vampires) 10d, Scholar (Occult) 8d, Search 5d, Security 5d, Throwing 3d, Willpower 8d

Advantages:
Contacts (II) Occult and minor English gov’t contacts, Wealth (II).

Drawbacks:
Old (II) +3 to the difficulty of all physical actions that require unusual exertion fighting, wheeling fast, etc. Handicap (II) confined to wheelchair.

Equipment:
Weapons

Quincy Harker devised an array of anti-vampire weaponry too various to be listed here fully. His wheelchair was equipped for firing wooden darts coated with poison. A vampire could be caused pain by wood penetrating his skin, and could be killed if wood impaled his heart. Even if the darts missed the vampire's heart, the poison could weaken the vampire as it penetrated his bloodstream. Harker's wheelchair even contained radar equipment to guide the dart firing mechanisms. Among Harker s other weapons was a tube that fired a net attached to weights filled with garlic (to which vampires have a strong aversion) for entrapping vampires who had assumed the form of bats. The garlic was intended to prevent the vampires from transforming into mist to escape the net. In his later years, Quincy Harker kept a loyal German shepherd named Saint, who would attack even a vampire upon Harker's command. Saint's leather collar was studded with silver crosses to protect him from vampires.

Saint
Agi 3D
Str 4D
Kno 1D
Per 3D
Mech1D
Tech 0D
Str Dmg: 2D
Move: 15
BP: 18

Skills:
Brawling 5d, Dodge 5, Intimidation 5d, Running 4d, Search 4d, Willpower 4d

Natural Abilities:
Teeth (3D)

Equipment:
Leather collar lined with silver collars.

Frank Drake
Agi 2D+1
Str 2D+2
Kno 3D+2
Per 3D+1
Mech3D+1
Tech 3D+2
Fate Points: 1
Character Points: 3
Str Dmg: 1D
Move: 10
BP:  28

Skills:
Brawling 4D, Dodge 3D, Firearms 5D, Melee 4D, Missile 4D, Throwing 3D
Bureaucracy  3D,   Business 4D, Willpower  4D
Investigation 4D, Persuasion 4D, Search 4D

Advantages: None

Drawbacks:
Quirk (I) somewhat cowardly.

Equipment:
Wooden Stake (Str+1D), Crucifix, Holy Water, .38 Revolver (4D)

Rachel Van Helsing
Agi 3D
Str 2D
Kno 4D
Per 3D
Mech 2D+2
Tech 3D+1
Fate Points: 1
Character Points: 3
Str Dmg: 1D
Move: 10
BP:  26
.
Skills:
Brawling 3D, Dodge 3d, Firearms 3D, Investigation 5D, Languages (Latin) 5D, Melee 4D, Missile 5D, Persuasion 4D, Scholar (Occult) 8D, Scholar (Vampires) 9D, Search 4D, Throwing 3D, Willpower 5D

Advantages: None

Drawbacks:
Quirk (I) reckless of danger

Equipment:
Light Crossbow (4D), Wooden Bolts, Crucifix, Holy Water

Taj Nital
Agi 3D
Str 4D
Kno 2D+2
Per 3D+1
Mech 3D  
Tech 2D
Fate Points: 1
Character Points: 3
Str Dmg: 3D
Move: 10
BP:  32

Skills:
Brawling 5D, Dodge 4D, Investigation 3D, Languages (English) 5D, Lifting 6D, Melee 5D, Missile 4D, Persuasion 4D, Search 5D, Throwing 5D, Willpower 6D

Advantages: None

Drawbacks:
Handicap (II) mute.

Equipment:
Wooden Stake (Str+1D), Khukri Knife (Str+1D), Crucifix, Holy Water

And what 1970's monster hunting post would be complete without...........

Karl Kolchak 
Agi 2D
Str 2D+1
Kno 4D
Per 3D+2
Mech 3D
Tech  3D
Fate Points: 1
Character Points: 3
Str Dmg: 1D
Move: 10
BP:  27

Skills:
Bargain 5d, Bureaucracy 5d, Brawling 3d+1, Con 5d, Dodge 3d+1, Investigations 6d, Persuasion 4d, Running 3d+1, Scholar 5d, Scholar (Current events +1d), Scholar (News +1d), Scholar (Occult +1d), Search 5d, Sneak 4d, Streetwise 5d

Drawbacks:
Bad Luck (I), Enemy (I) law enforcement and city authority, Sense of Duty (II) uncover and publishing the truth no matter the consequence.

Equipment:
Camera, recorder, press ID.

Wednesday, April 22, 2015

D6 Horror: 1970's Marvel Comics Monsters

Since I was a boy I have been obsessed with Marvel's 70's Horror comics.
Tomb of Dracula, Werewolf By Night, Monster of Frankenstein, Morbius, Man-Thing, the Zombie, Ghost Rider Dracula Lives!, Monsters Unleashed, Vampire Tales, Tales of the Zombie, etc.
Dracula is already here. Now for a few more I had laying about.

Morbius, the Living Vampire
Agi 5D  
Str 5D  
Kno 4D  
Per 3D  
Mech2D  
Tech4D
Fate Points: 1
Character Points: 3
Str Dmg: 3D
Move: 20/ 40 flying
BP: 35 
Skills:
Brawling 6d, Climb/Jump 8d, Dodge 6d, Flying 6d, Intimidation 6d, Lifting 6d, Medicine 6d, Scholar (Drugs) 6d, Scholar (Hematology) 8d, Scholar (Blood Diseases) 8d, Search 6d, Sneak 6d, Willpower 6d

Advantages: 
Contacts (I) former friends and colleagues in the medical field.

Disadvantages: 
Infamy (II) public knowledge of his condition and crimes, although the general public believes his is an ordinary serial killer, Quirk (I) guilt over his victims.

Edges: 
Armor (+2D), Claws (+1D Str Dmg), Drain (4D, blood), Flying (3D), Locate Human (2D), Night vision (2D), Regeneration (2D, heal 2 BP per round), Speed (+10 move, +1D initiative), Undead, minor (2D), Wall Crawl (1D)

Flaws: 
Appearance (2D, white skin, red eyes, fangs, unusual bat-like features), Craving (3D, blood, nightly), Miscellaneous (2D, must sleep during daytime, or lose 2d6 BP at dusk), Sensitivity (3D, 6d dmg, sunlight)

Frankenstein Monster
Agi 3D  
Str 8D  
Kno 3D  
Per 3D  
Mech1D  
Tech1D  
Fate Points: 1
Character Points: 3
Str Dmg: 5D
Move: 10
BP: 55 
Skills:
Brawling 6d, Intimidation 6d, Languages (French) 6d, Languages (German) 5d, Lifting 10d, Melee 5d, Running 5d, Search 4d, Sneak 4d, Throwing 4d , Willpower 5d 

Advantages: None

Disadvantages: 
Handicap (II) difficulty speaking, +5 Diff to Bargain, Command, Con, and Persuasion; Sense of Duty (I)

Edges: 
Armor (+3D), Bounding (2D, +4d Jump checks), Night vision (2D), Regeneration (3D, heal 3BP per round), Resistance (+3D vs. energy), Undead (4D)

Flaws: 
Appearance (4D), Repulsion (2D, fire)

Man-Thing
Agi 2D  
Str 8D    
Kno 1D  
Per 2D   
Mech1D  
Tech0D  
Fate Points: 0
Character Points: 2
Str Dmg: 5D
Move: 10
BP: 50 
Skills:
Brawling 4d, Hide (Swamp) 10d, Intimidation 5d, Lifting 10d, Search 4d, Sneak 3d
 
Advantages: None

Disadvantages: 
Handicap (III) mute

Edges: 
Armor (+5D), Empathy (2D), Fear (3D, +6d Intimidation checks), Immortal (4D, destruction of the nexus of all realities), Miscell: Acid Touch (3D, 6d damage, brawling attack. Only works on those who fear or fail vs. the Intimidation+Fear), Night vision (2D), Painless (2D), Regeneration (3D, heal 3BP per round), Resistance (+3D vs. energy), Water Breathing (1D)

Flaws: 
Appearance (4D), Command (4D)

The Zombie, Simon Garth
Agi 2D
Str 6D
Kno 1D  
Per 3D  
Mech 1D  
Tech 1D  
Fate Points: 0
Character Points: 2
Str Dmg: 3D
Move: 10
BP: 40 
Skills:
Brawling 5d, Hide 4d, Intimidation 5d, Lifting 8d, Search 4d, Sneak 3d, Willpower 2d
 
Advantages: None

Disadvantages: 
Handicap (III) mute

Edges: 
Armor (+3D), Bounding (2D, Night vision (2D), Regeneration (2D, heal 2BP per round), Painless (2D), Resistance (+3D vs. energy), Undead (4D)

Flaws: 
Appearance (2D), Hostility (3D, animals), Miscellaneous (4D, Garth must obey whoever has the Amulet of Damballah in his possession), Sensitivity (2D, 4d damage: fire)

The Ghost Rider
Agi 3D
Str 5D
Kno 2D  
Per 3D  
Mech3D  
Tech2D  
Fate Points: 2
Character Points: 3
Str Dmg: 4D
Move: 10
BP: 45 
Skills:
Brawling 8D, Dodge 4D, Hide 4D, Intimidation 8D, Lifting 8d, Melee 6D, Scholar (Occult) 6D, Search 6D, Sneak 4D, Vehicle Operations (Motorcycle) 10D, Willpower 8D
 
Advantages: None

Disadvantages: 
Infamy (II) The Ghost Rider is a wanted criminal by law enforcement, although they do not know is true nature.

Edges: 
Armor (+3D), Aura Sight (3D), Empathy (2D), Fear (2D, +4D Intimidation), Night vision (2D), Painless (2D), Ranged Attack (3D, Hellfire, 6D dmg, 30/60/90 range ), Regeneration (3D, heal 3BP per round), Resistance (+3D vs. energy), Undead (4D)

Flaws: 
Appearance (4D, flaming skeleton), Compulsion (3D, punish evil), Hostility (3D, animals), Vow (3D)

Equipment:
Leather racing suit, Hellfire Cycle.

Hellfire Cycle
Created from the Rider's hellfire it takes one round to form the motorcycle. 
The Cycle defies natural laws being incredibly fast and if the flaming wheel can touch a surface the Rider can drive the Cycle on that surface. This allows the Cycle to run over water and up walls. The Cycle has limits; it cannot drive upside down on ceilings,
Move: 280 m (400 kph)
Passengers: 1-2
Toughness 5D
Maneuverability: +2D+1

Jonny Blaze
Agi 3D+2
Str 3D
Kno 2D+1
Per 2D+1
Mech 3D
Tech 2D+2  
Fate Points: 1
Character Points: 3
Str Dmg: 1D
Move: 10
BP:  28
Skills: 
Bargain 4D, Brawling 4D, Con 3D, Dodge 4D, Firepower 4D, Intimidation 8D, Investigation 4D, Medicine 3D, Melee 4D, Persuasion 4D, Scholar (Occult) 6D, Search 4D, Security 4D, Sneak 4D, Vehicle Operations (Motorcycle) 10D, Vehicle Repair 6D, Willpower 6D

Advantages:
Contacts (I) The Occult Community: Blaze knows a number of minor magical researchers and other entities from his attempts to free himself of The Rider.

Drawbacks:
Miscellaneous (III) In the presence of evil Blaze transforms into The Ghost Rider with no control over The Rider, Quirk (II) Secret: the fact that Blaze is The Rider is not known publicly.

Equipment:  

Leather riding suit, Knife (Str+1D), motorcycle.